P4AU/Junpei Iori

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This page is for a prior version of Persona 4 Arena Ultimax!
This page covers content from P4AU 1.1, which is NOT the most recent revision of the game.
The version of the game released on modern consoles with rollback netcode is P4U2R.
Click here to be taken to this character's updated page.
Junpei Iori
P4U2 Junpei Portrait.png

Health: 9,500

Combo Rate: 70%

Persona Cards: 4

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F
Play-style
Rushdown\Power Up

Introduction

P-1 Climax Nickname: "The Mighty Strike-Out Slugger"
Persona: Trismegistus
Arcana: Magician
Backstory:
Although the SEES leader's right-hand man Junpei Iori seems like a lecherous goof on the surface, his true nature is that of a kindhearted, driven individual who will stop at nothing to achieve his goals. Despite some heartache and grief caused by either or including his inferiority complex, a strained relationship with his father and the death of Chidori Yoshino, his one true love, Junpei proves time and time again that he's capable of pulling through during the direst of situations, and that he earns his self-given title of Da Man. After his adventures with SEES and his time in high school drew to a close, Junpei took up a position as a little league baseball coach, finally becoming the leader he had always dreamed of being. He is drawn into the events involving the Red Mist after falling asleep on the train and missing his stop, winding up in Inaba and pledging to discover the mysteries of the small town with the help of his old teammates.

Strengths/Weaknesses

Strengths Weaknesses
  • Good neutral game.
  • Good offensive options.
  • Gains HP and SP constantly while in Victory Cry.
  • Ability to reflect projectiles very effective against certain strategies.
  • Damage output is very high in Victory Cry, often leads to safejumps or Okizeme.
  • Needs to get 10 Runs to do what most of the cast can do normally: Damage, corner carry and knockdowns.
  • Difficult and unorthodox combos when in Victory Cry that will often require tight delays and specific spacing.
  • DP is mediocre at best as an actual reversal, but very strong and useful as a combo tool.

Baseball Mechanic

Baseball "gauge"

Junpei's fighting style and attacks involve a unique gauge next to his SP Meter, which works similar to a baseball game. By connecting specific baseball moves (his B normals, his specials, or anything involving his baseball bat), he can fill up this meter and earn powerful buffs that strengthen himself and his attacks with Victory Cry.

  • Runs
    It's very important for Junpei maximize this meter as much as possible, as more runs can activate (or strengthen) Victory Cry with every 10th run. The amount of runs, maximum amount being 55, stay the same throughout the round and don't disappear with 3 outs, allowing Junpei to make a comeback. There are several offensive and defensive ways to earn a run:
  • Acquiring 3 bases and then hitting the opponent with baseball bat attacks
  • Clean Hits (Only available with Victory Cry)
  • Home Runs (Awards 1 run by itself and +1 for each base up to a maximum of 4 runs for a single Home Run)


  • Bases
    Similar to how baseball player has to travel three bases before returning home for a run, Junpei needs to fill all three bases and hit with a baseball attack in order to earn a run. Every time Junpei scores a base, all strikes and balls are reset. In order to earn a base Junpei needs to do the following:
  • Hitting the opponent with a baseball bat attack. (So for example, a combo with 3 swings will get 3 bases)
  • Hitting an incoming projectile with a baseball bat attack and reflecting it back as fireballs
  • Scoring 4 Balls


  • Balls (B) Junpei earns a ball on his meter for every bat attack that the enemy blocks. Getting 4 balls will reset the meter but Junpei is rewarded with one base or run.
  • Strikes (S) Similar to baseball, Junpei will get a strike for every time he whiffs with a baseball bat attack. Getting 3 strikes will penalize Junpei with an out.
  • Outs (O) What all baseball players should avoid. Every time Junpei does something in the list below, he will receive an out (and reset the ball meter in the progress). Getting 3 outs will completely reset every meter except for his runs.
  • Taking damage. Junpei will only be punished with one Out every time he's in hitstun per combo.
  • Getting thrown. Even teching the throw will earn him an out.
  • Accumulating 3 Strikes.


Clean Hits

You got it!
Get runs, win games

Now that you know how to get Runs and activate Victory Cry, let's learn how to use Clean hits.
Clean Hits are Junpei's strongest weapon and can only be used while in Victory Cry. It makes bat moves deal more damage, more hitstun and even adds different properties like wall bounces or slides. It's possible to Clean hit with every attack that uses Junpei's bat. That includes his B normals, Special moves and SP Skills. You need to hit your opponent with specific spacing to make it work, you'll see the word "CLEAN HIT" on the screen if you get it right and the sound effect will also change.

Now let's see what Junpei gets if he Clean hits his attacks:

  • B Normals: More damage, added hitstun.
  • B+D: More damage, added hitstun, can be special canceled, opponent wall bounces if close to corner (possible to continue combo).
  • 236A/B: More damage, added hitstun, opponent will fly higher (possible to continue combo).
  • 214A/B: More damage, added hitstun, can be special canceled, opponent will slide forward (possible to continue combo or apply okizeme with 5D in the corner).
  • 236236A/B: Added hitstun, opponent will slide forward (possible to continue combo).
  • 236236C/D: Added hitstun, opponent will slide forward (possible to continue combo).


It's very important to get consistent with Clean hits and learn how to confirm combos from them!

External References


Normal Moves

5A

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 6 5 9 -1 Body
5AA 400 Any 13 8 10 -3 Body
5AAA 1000 Low 17 14 16 -13 Leg

5A is a quick punch forward, hits crouchers. Good for staggering pressure and tick throws. deceptively high hitbox

Can also be used as 4A, which will cancel into itself rather than go into 5AA.


  • Dash cancel is -5 on block

5AA is a shoulder tackle, moves Junpei forward. Jump cancel possible on block or hit.

Good for setting up throws or cross ups.


5AAA is a sweep that hits low. Sideswaps on hit by the end of the animation. Cancels into 214A during victory cry for a clean hit. Ends with Super Spin Swing into Inferno Homer if the meter is available.

2A

Damage Guard Startup Active Recovery Frame Adv. Attribute
240 Low 7 4 14 -5 Leg

Low kick. Fast, effective poke when close and can cancel into itself up to three times. Can combo into Junpei's other normals perfectly well, and will work against low profile moves that 5A would otherwise whiff against.

5B

Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 12 4 17 -6 Chest

  • Dash cancel is -7 on block

Horizontal bat swing. Great combo tool and decent mid-range poke, not very fast. Dash cancel possible on block or hit. Reflects projectiles and Clean hits if Victory Cry is active.

2B

Damage Guard Startup Active Recovery Frame Adv. Attribute
380 AUB 14 4 28 -17 Body

Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Jump cancel possible on block or hit. Reflects projectiles and Clean hits if Victory Cry is active.

j.A

Damage Guard Startup Active Recovery Frame Adv. Attribute
200 High 7 3 15 - Head

Quick aerial punch. Can cancel into itself as well as j.B.
Good as air-to-air and great at positioning yourself during combos for Clean hits.

j.2A

Damage Guard Startup Active Recovery Frame Adv. Attribute
450 Any 19 Until Landing 14 After Landing - Head

Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground.
If positioned right, can hit low.

j.B

Damage Guard Startup Active Recovery Frame Adv. Attribute
400 High 11 4 16 - Head

Vertical bat swing in the air, great for jump-ins and combos, works as air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Reflects projectiles and Clean hits if Victory Cry is active.

All Out Attack

A+B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
All Out Attack 300 High 27 4 36 -21 Body

Junpei leaps forward and swings the bat with both hands downwards. Slow and unsafe on block, great reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.
C Version counts as a bat move and does not need 18 hits to force Fatal Counter.

Sweep

2A+B

Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Low 13 8 20 -11 Leg

Junpei's sweep. Low profiles chest attribute attacks and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel.


Persona Moves

5C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 15 12 Total 47 -10 Body

  • Dash Cancel is -3 on block

Fire comes out of Trismegistus' mouth and goes forward, quickly vanishing afterwards, projectile.
Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. Dash cancel possible on block or hit. If Junpei manages to make his opponent block this attack at max range, he's at frame advantage upon dash cancel.

2C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Low 19 12 23 -18 Leg

Trismegistus does a slide, hits low. Can be connected after 5AA, useful during combos since it works as a launcher for aerial extensions and grants perfect spacing for 214A/B+D Clean hit.

5D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200×2 Any 48 11 each attack Total 53 +17 Body

Trismegistus will hover for a while behind Junpei and then descend forward aiming to kick the opponent. On hit or block, will repeat the animation two more times. Great as Okizeme after 214A/B Clean hit or Deathbound.

2D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 34 - Total 57 -1 Body

Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound.

j.C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
600 Any 17 8 21 - Head

Trismegistus will raise one of his arms and open his golden wing forward. Great as air-to-air and useful as combo tool since it leads to Deathbound with meter.

j.D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200×2 Any 59 - Total 65 - Head, Body

Junpei will spin his arm and then the Persona will attack. Similar to 5D, but longer startup. The angle Trismegistus flies depends on how high you jumped.
Air actions still possible after it.

j.2D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 28 - Total 61 - Body

Junpei will spin his arm and then the Persona will attack. Similar to 2D, but faster startup. The angle Trismegistus flies depends on how high you jumped.
Air actions still possible after it.

Universal Mechanics

Ground Throw

C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1100 Throw 5 3 25 - Throw

Dropkicks away. On midscreen, can be followed with Reversal Homerun (Normal Hit) or Deathbound (Counter Hit). Regular combos are possible in the corner.

Air Throw

j.C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 0, 1200 Throw 4 3 19 - Throw

Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo.

Super Flamingo Swing

B+D Follow with A~D

Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Any 82 (Follow up possible on 5th frame) 3 44 -30 Body

Regular swing with his bat, enough invul frames to be a good reversal. On Counter Hit, it's possible to follow up with the Awakening SP Skill. Doesn't require any specific inputs from A~D, every button will do the exact same thing.

While in Victory Cry, this move gains the Clean Hit property, which allows you to cancel it into other moves and causes a wall bounce if close to the corner. Extremely useful for combos in general.

Guard Cancel Attack

6A+B while blocking

Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs.


Skill Attacks

Super Spin Swing

236A/B air OK

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 40, 20×2, 500 Any 11 1, 3, 3(6) 3 26 -10 Body
B 40, 20×8, 500 Any 30 2, 9(6), 3 23 -7 Body
SB 40, 20×8, 500 Any 17 5, 5×n(6), 3 27 -6 Body

Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in whichever direction you hold between 4 and 6. As Normal Junpei, it works as a combo ender and can be followed with Supers pretty easily for Homeruns. Unsafe on block.

While in Victory Cry, this move gains the Clean hit property and sends the opponent much higher than normal. Thanks to this, you can continue the combo in the corner.


A version is quick, not much hitstun after the last hit. Only used to finish ground combos as Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs.


B version is slower, but deals more damage and hitstun. Mostly used during combos or to finish them. Can be followed with Homerun Supers.


SB Version has more hits and deals the most damage. Great for corner combos.

Super Bunt

214A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 500 Any 9 5 17 -7 Body
B 700 Any 17 8 14 -1 Body
SB 700 Any 12 8 12 +1 Body

Junpei uses the other side of his bat to hit his opponent. All versions of the move contain Armor frames.
It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames, making it useful to bait attacks.

While in Victory Cry, this move gains the Clean Hit property and causes a slide on hit. Thanks to this, Junpei can further extend his combos and even get an Okizeme off of it with 5D in the corner.


A version is quick, but unsafe on block. Mostly used to finish combos outside of Victory Cry or during them while under it.


B version is slower, but safe on block even if the opponent instant block it. Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.


SB Version is faster and deals the same amount of damage when compared to the B version. +1 on block. Useful to reset pressure and bait attacks.

Full Speed Slide

236C/D air OK

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 800 Low 15 12 24 -21 Leg
D 600, 300 High, Low 28 13, 12 22 -19 Head, Leg
SB 750, 375 High, Low 23 13, 12 22 -19 Head, Leg

Junpei runs and jumps towards his opponent while channeling his inner shagster! Mostly used as a mixup tool since it can be both an overhead and a low, this opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.
All Full Speed Slide versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move.


C version is quick, only hits low. Mostly used to surprise the opponent. Contains chest invul frames but unsafe on block.


D version is slower, the first hit is an overhead and the second is a low. Contains chest invul frames but unsafe on block.


SB version deals more damage, it's faster and contains Guard frames when compared to the D version. Junpei can also feint the jump if you hold down the buttons, this is mostly used for midscreen conversions when in Victory Cry.

Deathbound Persona Required

214C/D air OK

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D 250, 1000 High 9+6 Active 'til ground, 3 Total 72F -17 Head
SB 120, 60×n, 1000 High 9+6 Active 'til ground, 3 Total 72F -7 Head

Trismegistus will dive on his opponent. This move is mostly used in neutral game against zoning characters but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they can easily hit Trismegistus and take one Persona card from you.
All Deathbound versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move.


C and D versions are the same frame data-wise. The only difference is that Trismegistus will dive closer to Junpei with the C version and far away with the D version.


SB version is less disadvantageous on block and deals more damage when compared to C and D versions. It's a multihit attack and dives at the opponent wherever he is on the screen.

SP Skill Attacks

Inferno Homer

236236A/B Follow with A~D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1300 Any 7+124 (Follow up possible on 8th frame) 5 69 -55 Body
B 1500 Any 7+133 (Follow up possible on 9th frame) 5 69 -55 Body
SB 1600 Any 7+124 (Follow up possible on 8th frame) 5 69 -55 Body

Junpei's most pratical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry.

  • If you follow up with the A or C button, you'll get a Homerun.
  • If you follow up with the B or D button while in Victory Cry, you'll get a Clean Hit. Awakening SP Skill is possible afterwards.

A version is quick, deals less damage and has less invul than the other versions.


B version is slower, but deals more damage and has more invul frames when compared to the A version. Mostly used at the end of combos as a finisher for Homeruns.


SB is a mix of the two. Fast and deals more damage when compared to the B version.

Comeback Grand Slam Persona Required

236236C/D Follow with A~D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 800 Any 11 5 59 -45 Body
D 1000 Any 11 5 59 -45 Body
SB 1100 Any 11 5 69 -55 Body

Similar to Junpei's Inferno Homer. The only difference here is that Trismegistus will throw a fireball for Junpei to hit. The fireball has a hitbox and can make opponents fly right where Junpei wants them. If the opponent manages to dodge the fireball, Junpei can also hit the fireball back twice as fast aiming to hit his adversary. This Super can score Homeruns too.

  • If you follow up with the A or C button, you'll get a Homerun.
  • If you follow up with the B or D button while in Victory Cry, you'll get a Clean Hit. Awakening SP Skill is possible afterwards.

C version makes Trismegistus appear remotely close to you.


D version makes Trismegistus appear one screen away.


SB version makes Trismegistus spawn right where the opponent is.

Victory Cry

Activates after 10 Runs

Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 1 - 1 - -

Victory Cry Install. The only cost to activate this Super is to get 10 Runs. Once active, it will stay active for the whole match.

This is Junpei's strongest weapon. Upon activation, Junpei gains the Clean Hit property: Clean Hits will improve his overall skill with the bat making every bat move deal more damage, hitstun and even cause special effects such as wall bounces or slides. To get a Clean Hit, you must hit your opponent with specific spacing. You'll see the word "CLEAN HIT" pop up on the screen and the sound effect will be different if you do it right.

Besides Clean Hits, Victory Cry still has one more ability: Junpei's HP and SP will regenerate constantly over time. Each time you get 10 Runs (10, 20, 30 and so on), his regen will grow stronger, making him gain more SP and heal more HP over time.
This also applies to his damage using the bat during Special Moves/Supers: The more Runs he score, the more damage he'll get.

Awakened SP Skill Attacks

Super Vorpal Bat Persona Required

214214C/D Follow with A~D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 2000 [4000] Any 8+3 7 69 - Body
D 2200 [4400] Any 8+5 7 69 - Body
SB 2000 [5000] Any 8+4 5 69 - Body

Guard point on activation. Trismegistus will fly through the screen aiming to catch the opponent. On hit, he will fly back for Junpei to hit his target.
This Super also has the ability to score Homeruns, the damage is really high if you do it right. Can be also used as a combo ender and does a pretty good job punishing some moves from fullscreen. All around useful SP Skill.

  • If you follow up with the A or C button, you'll get a Homerun.

C version deals less damage but Trismegistus will fly back slowly, making it easier to confirm the Homerun.


D version deals more damage but Trismegistus will fly back faster, making it harder to confirm the Homerun.


SB version deals a ridiculous amount of damage on Homerun but Trismegistus will fly so fast that you'll only get it right if you press the button in a 1-2F window.

Instant Kill

Explosive Level-Up Grand Slam Persona Required

222C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. Any 7+34 - Total 171 -109 Body

Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab his opponent. He will then fly through the space and throw the poor thing down to the earth for Junpei to hit. Your regular over-the-top instant kill.

Can be useful to punish some moves such as Narukami's Ziodyne.


Navigation

To edit frame data, edit values in P4AU/Junpei Iori/Data.